I cannot find any scrolling options in animator window. There are no scrollbars in animator window and I cannot find any other option for scrolling in animator window, so when I add more states it is hard to select as content cannot fit in window. See the screenshot reference. So is there any shortcut key like holding shift and move cursor? Please if any one know tell me how do I pan animator window?
Currently you cannot zoom in/out in unity animator window.
However, you can move the view around by holding alt+click or mouse wheel click and then move your mouse.
You need to hold the scroll button and move your mouse.
from unity's docs
You can right-click on the grid to create a new state nodes. Use the
middle mouse button or Alt/Option drag to pan the view around. Click
to select state nodes to edit them, and click & drag state nodes to
rearrange the layout of your state machine.
Related
I am working with a group of friends on a project and somehow we managed to hide the collider gizmos when it is also hidden in the inspector. We do not know how we manage to do that and I want to recreat it again.
I will explain this better with images.
As you can see, the collider is hidden in the scene view.
but in here, when I open the components the collider also appears.
How can i recreat this?
This is the default behavior of unity.
To actually scene the Gizmos you have to enable it in Scene window
Now, when Gizmos is enabled you can see them, and when you collapse the component in the inspector, that Gizomo will be hidden. When you expand the component, you can see that Gizmo in the Scene.
So I can create a gameobject that I can move around like a cursor with my xbox controller, however when it comes to pressing buttons I have 1 issue.
It seems there is no way to set the actual mouse cursor position without importing user32.dll and even that solution will only be a windows solution. https://answers.unity.com/questions/330661/setting-the-mouse-position-to-specific-coordinates.html
The reason I want to move the actual mouse cursor as well as my gameobject representing a cursor, is that I still want to be able to click buttons, and when I call Input.GetMouseButtonDown(0); it will click the button at the point where the actual mouse cursor is, and if the actual mouse cursor isnt moving with us its not gonna work.
Also I dont need a custom mouse cursor, if the xbox controller could move the mouse cursor directly thats fine too.
Any advice appreciated.
There is no other way to set the mouse position maybe if you needed to have a solution for mac as well you can find it here at the bottom.
also making a custom cursor is a better solution cause it will be cross platform and you could make a custom mouse down event for it so i don't see why you wouldn't
and if you are sure you need the actual mouse to move you only have the first solution
and moving the mouse with xbox controller by using a software is only gonna work on your pc and those softwares are probably using the first solution
I'm new to Unity and I'm trying to make my own game (or at least learn to). I have a problem in the scene screen.
The scene screen is stuck on this mode and I don't know how to bring it back to the original camera view(hope you guys understand what I'm meaning), Tried to search how to do it but couldn't specified what I want, please help.
The Canvas when in Overlay mode turns out to be a giant object compared with normal scale.
You are just too far from your objects, to return to normal you can navigate manually right clicking Scene window and moving with WASD and QE.
Another workaround is that you use the FIND shortcut like following:
Click the object you want to find on Hierarchy window
Move your cursor to Scene window without clicking
Press F on your keyboard
If perforned correctly the Scene camera will find that object and you will be right back to where you were.
I am using Unity 5.1.2p3 with DK2 SDK 0.6.0.1 and I understand from this post that Screen Space - Overlay is not supported in Unity VR. It is recommended to use Screen Space - Camera (which in my case does not work) or World Space (which I am using now) but I need someone to help me understand how I get simple menu with buttons and toggles to show as a still image and how I can make selections and button presses with my mouse cursor.
I have created a menu for my app, with 4 toggles and 1 button. When I check the Virtual Reality Supported option with the Oculus being in Direct Mode and Canvas being in World Space, I can see it in VR, but I cannot see/find my mouse cursor to tick one of the toggles.
When I take off the headset, on my monitor's Game View tab, I can see and even use the mouse and select a toggle. Obviously, I have to keep the headset steady, so in my Game View, things do not shake!
Another thing I notice is that the VR camera is the same as the Main Camera in the Unity Hierarchy, but when I take off the headset and move it around, the position of the camera does not change, only looking up and down and around is reflected.
How do I simply do a static menu like a 2D surface that does not move in VR and a user can use button presses and muse clicks with the headset on? What settings are required for this way of doing UI and canvas stuff? There are 2 attachments, showing my current settings...
Are you specifically wanting to use the mouse? If you look through a blog entry I wrote below, it will show you how to use Gaze looking to trigger menu buttons:
http://talesfromtherift.com/vr-gaze-input/
You can achieve this by some code I list there that raycasts from the center of the screen and if it hits any UI, it will trigger the correct events and make it clickable by button (or by time).
Without going to game view. Is this even possible?
Actually, it's GameObject Menu->Align View To Selected.
I think I know of a solution for you. . .
In Unity:
Select the Camera (GameObject) that you would like to look through while in the Scene view.
Then go to the "GameObject" Menu and select "Align View to Selected."
I hope this helps.
Why not drag your gameview below or above your sceneview. That way you can see both windows. I always work that way ;)
Click on your camera object from hierarchy and click on GameObject->Align View to Selected.
I think what he's describing is the ability to have the "Scene" window be from camera and therefore have it that changes to perspective using the alt key could be automatically adjusting the keys. Is that correct?
In other words, the ability to animate the camera from the scene window with the camera as your view by using alt to drive value changes. That would be helpful.
3D programs like Maya and Max let you select the camera as your view and by having the camera selected and autokey on will adjust the key values based on changes you're making in your viewport.
But bowditch's suggestion is the next best thing. Change the scene view window to what you want, then select the camera object and in the GameObject pulldown select "Align with View" and the camera will snap to that. Then set a key on the camera object.
Go to hierarchy bar in Unity Editor
Press F Key
Double click on object/ main camera
To view objects in different angels you can externally apply rotation, transformation (move) in any of x,y,z and for more details or less details you can zoom in-out with ease of mouse clicks.
Assuming you have Unity Pro (which makes render textures available), constructing a quick editor script to handle this should not be too difficult.
You can select the camera in the hierarchy and then click on the rotation button , after that you can change camera directions in the x,y,z planes and see the camera align in a small sqaure in the scene view , Therefore no need for game view
Hope that helps